Goblin Grenade

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Merfolk vs. Goblins (DDT) Uncommon
2012 Core Set (M12) Uncommon
Masters Edition (MED) Uncommon
Anthologies (ATH) Common
Fallen Empires (FEM) Common

Combos Browse all

Goblin Grenade

Sorcery

As an additional cost to cast Goblin Grenade, sacrifice a Goblin.

Goblin Grenade deals 5 damage to target creature, player or planeswalker.

Goblin Grenade Discussion

foxboy1000 on Ahivian red

3 days ago

If you are new to Magic first things first, congrats on joining the game hopefully you enjoy it.

On to some deck advice, you need to cut Bonethorn Valesk , Goblin Hero , Rock Jockey , Goblin War Strike , Chaos Charm , and Seething Song . These cards aren't legal in the modern format, which I'm assuming is what you are building for. Cutting these also makes your deck a 60 card deck, which is the correct size.

I don't know how familiar you are with Magic so far, but there are a couple different formats. I would suggest asking the friend who gave you cards more about it, or read up on them.

You have quite a few cards, but mostly goblins. A popular goblin deck you could play might be 8 Whack. Look into it if you ever have a desire to play competitive magic.

If you are just looking to play casual Magic however, here is my advice.

Swap out 2x Tremor , 1x Volcanic Hammer , and 1x Lava Axe , for 4x Skewer the Critics .

I would also swap 1x Sokenzan Bruiser , 1x Endbringer , 1x Shivan Dragon , and 1x Guardian of the Ages , for 4x Goblin Grenade .

Swap 2x Mountain for 2x Devastating Summons

Lastly I would swap 1x Myr Moonvessel , 1x Chainwhip Cyclops , 1x Vulshok Berserker , 1x Canyon Wildcat , for 4x Bomat Courier .

This is what that deck would look like,Ahivian red Updated, hopefully this is helpful.

I think that is a good place to start, if you would like any more help other than that, just ask.

JKRice on BR Goblin Control

6 days ago

You’ve got too many high cost cards, especially for a modern aether vial deck. Having 4 cmc cards means you might have consistency later but you don’t have as much aggro. On turn four you should be dropping two creatures. I would cat cut all of the four cost cards (except for some ringleaders) so it would look something like this:

-1 trashmaster, +1 cratermaker

-2 siege gang leiutenant, +2 pashalik mons

-1 ringleader, +1 matron

I would also take out another ringleader and the unearths for any of the following:

Some Goblin Grenade s

Some Mogg War Marshal s

4x Skirk Prospector

Then again I have no idea how legacy works, so this is my take from a solely modern perspective

lagotripha on

1 month ago

I find when budget building, its better to try and find cheaper cards with synergies than do straight downgrades.

A set like 4x Mogg War Marshal 4x Goblin Instigator Is cheap and very scary when combined with Goblin Grenade and Goblin Assault / Curse of Stalked Prey .

Cards like Goblin Grenade / Shrapnel Blast also alow for cards like Howl of the Horde to have an oversize impact- 15 damage turn four is no joke. Pack a Bomat Courier , some disposable artifacts, Slag Fiend and you've got yourself a deck that will make people blink.

There are similar options throughout mono red- less exciting but still powerful cards which are just less flexible than other options. Maligned one drops like Stromkirk Noble , or standard funstuff like Breath of Fury .

Browbeat is cheap thanks to Risk Factor , and is still a great budget option.

Other efficient engines Cathartic Reunion / Fiery Temper / The Flame of Keld

HashMasta on Heirs to the Mountain

1 month ago

if your gonna run 4 of Warren Instigator , then i see no real point in Goblin Warchief .

i would either exchange it out for the Goblin Grenade or 2 Quest for the Goblin Lord and 2 Shared Animosity . goblins need to have lords and buffs more than haste enablers since most of them are 2/2 and 1/1.

also bring krenko down to a 2 of and get rid of the mauler. and maybe get a playset of Goblin Guide or Goblin Wardriver and try to make this a faster deck. this is honestly really slow for goblins.

lagotripha on Gobbows

1 month ago

I actually like the idea of a high curve on goblins. They have the cards to support it in Rabblemaster/warboss into seige commander.

That said, you need a more interactive gamplan. The strongest 3/4/5 drops are all cards that screw with your opponent, and while R/G might not be packing path to exile, Beast Within and Goblin Grenade aren't to be taken lightly.

I'd look at cutting mauler, collossus and some chieftans to pack in those disruption spells that midrange desperately needs. When you are giving up a couple of cards to ramp, you need to make that back either by trading 2 for 1 or ending the game before that card advantage matters, so things like Firespout or Fecundity are where you should be looking.

Personally, I'd splash black then lean into arkbow with Greater Good and Squee, Goblin Nabob / Auntie's Snitch as my value engine, then look for a more moderate number of goblins backed by Beast Within .

Xica on Suggestions for Midrange Goblins?

1 month ago

This is a big fat aggro deck, it looks like ponza top end without the land denial package. (but it goes wide instead of tall)

You miss out on the best goblins:
- Sensation Gorger - is basically a dark confidant in the right deck
- Goblin Chainwhirler - is AWESOME - yes it kills tokens. More importantly its a 3/3 with FIRST STRIKE for 3 mana. If you have lord(s) out it basically kills anything without risk to itself. And due to the fact that you can Lightning Bolt after first strike damage is dealt, it can extend the utility of burn spell as removal, taking down even titans or wurmcoil engine and the like, without taking a single point of damage.

Goblins are probably the tribe that has the strongest non-creature support cards, cards like Goblin Grenade , Warren Weirding , or the not explicitly worded, but still very relevant The Flame of Keld

If i were in your place i would try to build red goblins with a light black splash for Warren Weirding & sidebaord + disruption - and try to figure out a way to reliably have a 4+ power to get the discount on Bolt Bend (be it by utilizing lords, or some other route)

MJS154 on Goblins

1 month ago

No problem! You can also find the decklist of the Duel Decks - Merfolk v Goblins online. That should show you more synergistic ways to win. Goblin Grenade is good with tokens too lol! Against elves goblins should do pretty well - elves are small, but they ramp fast. So if you swing early, keep the pressure on him, and his board relatively small, then you can jam him, and force the win. I've seen Krenko make as many as 50 goblins per turn, so getting him out fast is important. I would also recommend looking at some of the new WAR cards, I've seen a few decent goblins in there as well. Good luck!

Shabompistan on Sek'Kuar, Aristocratic Orc

2 months ago

I'm suggesting the other Squee in case you need more creature recursion which is strong in this deck. You only have about 5 recursion cards so if you want to be able to sac more non-tokens I would consider putting in more. It's basically a worse version than the Squee you already have, but it's recursion nonetheless.

I agree that the attack pump spells aren't worth it. Especially Overwhelming Stampede since your tokens aren't high power. I would rather focus on spells that have ETB effects like you have with Impact Tremors to aid the token storm. You could upgrade to Purphoros, God of the Forge if you can spend the money. The only pump spell I would consider is Chorus of Might which could be a commander damage win condition.

Keep whatever ramp you have and add more if you want. your colors have access to all kinds of great ramp spells like Cultivate , Rampant Growth etc which will get you the proper color fixing. Ramp is beneficial in any situation, so I think's it's definitely worth a look. Your artifact ramp seems appropriate.

Those two goblin cards really depend on how consistently you can generate goblins. If you can get goblins you're willing to sac out early every game, then I think at least Goblin Grenade should be kept.

Definitely keep Pawn of Ulamog , he gives you free ramp for doing what the deck is supposed to be doing. The other two can probably go.

Also you have 2 Hull Breach in there.

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Goblin Grenade occurrence in decks from the last year

Modern:

All decks: 0.07%

Red: 3.2%

Commander / EDH:

All decks: 0.0%

Red: 0.13%